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DEC — PDP 1 LECTURE 
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JG: My name is Jack Gilmore and I gave the second 
lecture of this series [DIGITAL HISTORY] in June. The 
first one was given by Bob Everett, covering the 
Whirlwind computer. I covered the early graphics work on 
the TX-0 while it was at Lincoln Lab and then some 
graphics work on the PDP-1 at Itek. Before we begin I'd 
like to acknowledge a few people in the audience. First 
of all we have one of the fathers, if not the father, of 
time sharing, John McCarthy. We also have Marvin Minsky, 
father of artificial intelligence, and I believe Ted 
Johnson, who did a tremendous amount of work getting 
Digital off and running in sales. We are celebrating 
today the thirtieth year of the PDP-1, and this is quite 
significant. I'd like to welcome members of the press 
and the media. 

I have two slides that I'd like to pop up and then I'll 
turn the meeting over to these youngsters. At the last 
lecture series we talked about the TX-0 and the the early 
graphics work that was done there, and the advent of the 
light pen by Ben Gurley, and the early scope writer 
graphics work. Then we pointed out that this was really 
the beginning of three other branches, one growing 
straight ahead to the more conventional but still very 
exciting graphics work that Ivan Sutherland and others 
developed on the TX-2. 



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One other point. There's an individual who isn't with us 
who played a very major role in the development of the 
work on the TX-0 and on the PDP-1, and that was Ben 
Gurley. Ben died a tragic death in '63, but I felt it was 
appropriate to remember him as well tonight. 

[MOTIONING TO PANEL] You're looking at the "right stuff" 
of the early computer world, so dig in and have a good 
time. 

SL: I wonder if that makes me Tom Wolfe! My name is 
Steven Levy. I'm the author of Hackers which had a few 
nice words, probably not enough, to say about PDP-1. We 
have a terrific panel, people who could tell you all 
about the computer which was, as I found out when I 
researched the book, an incredibly significant advance 
and one which is under appreciated. Rather then my 
telling you what I found out from them, let me turn it 
over to them, one by one, to tell you about it and then 
we'll open things up where you can ask questions and they 
can contradict each other and maybe blow some holes in 
apocryphal stories or whatever. 

Our first panelist is Jack Dennis who, at the time that 
PDP-1 was delivered to MIT thirty years ago, had just 
joined the faculty as an assistant professor. He's a 
professor emeritus, and he is going to talk a bit about 



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the TX-0 and PDP-1. 



JD: The TX-0 arrived at the MIT research laboratory of 
electronics in 1959. MIT's Whirlwind computer, which was 
the first powerful stored program machine, was 
decommissioned in the late 50' s. The main computer 
facility then became the IBM 704 installation in building 
26 in the MIT computation center. The 704 was basically 
a punched card operation. You brought your deck of punch 
cards to the door, passed it in to the operators and a 
couple of hours or the next day you'd come back and see 
what your results were. That kind of operation was very 
discouraging to many people, particularly to John 
McCarthy here, who wanted to get some really good Al 
programs operating and couldn't see how they could be 
developed well unless you had more a more suitable way of 
interacting with the machine. That was the motivation 
behind the development of the time sharing idea and a 
little bit in anticipation of that, the TX-0 was run at 
MIT as an kind of open shop system, where programmers or 
users could come in, have the machine entirely to 
themselves for a period time for which they would sign 
up. At the beginning what we had to work with from the 
Lincoln Laboratory was the hardware, as Jack pointed out 
8K of 18-bit memory, and he mentioned that at Lincoln 
Laboratory the TX-0 had had 64K of memory. 64K of memory 
requires a 16-bit address. With 18-bit words how much 



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does that leave over for an operation code? It leaves 2 
bits. So when TX-0 arrived at MIT, it had a 2 bit 
operation code. Talk about reduced instructions set 
computersll This was a reduced instructions set 
computer! We only had 8K of memory when the machine was 
delivered to MIT so we decided to take some advantage of 
the three extra bits that were left over, so we 
implemented a 5-bit instruction set - slightly less 
reduced but also fairly effective for our uses. The way 
the machine was used at MIT was as a laboratory tool, a 
tool for people in research laboratory electronics to use 
to connect to their experiments, to process data from 
instrument recordings on magnetic tape, and so on. It 
was very much a hands-on operation. To support that 
work, some very interesting software developments were 
made. We received from Lincoln Laboratory a tape called 
UT 3. Utility Tape 3. This was an interactive debugger 
but you could only talk to it in terms of octal 
addresses, and if you were trying to develop a large 
assembly language machine code, it wasn't too convenient 
to simply work with octal addresses, so professor Thomas 
Stockman and myself developed a program called Flit. 
Flexowriter Interrogation Tape. We put that together and 
this was a symbolic debugger, it actually could use the 
symbolic addresses from the symbol table generated by the 
assembler, so another innovative feature it had was it 
allowed break point tracing of programs at execution 



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time. As far as we can tell, this was the first 
interactive debugger with those two facilities both 
symbolic addresses and a break point tracing of programs. 

The other piece of software which we developed for the 
TX-0 was a macroassembly language program. This was an 
evolution from a tape which we also got from Lincoln 
Laboratory. The paper tape we got from Lincoln Laboratory 
in this case was for a very primitive assembly language 
program, which came as a binary tape with no listing to 
it. So the first thing I had to do with it was decompile 
it, to find out what it really was doing. That was kind 
of tricky because some of the tricks that one could do on 
the TX-0 where there's primitive instruction code were 
very subtle. [For instance,) after you had completed a 
successful comparison, you knew that the number 1 was 
left in the accumulator of the machine. A neat trick was 
to use that one to index something else that you needed 
to index. There are a number of tricks of that sort 
which one could use, and this program depended upon it. 
I developed a macro assembly language program, a similar 
program from that, which was called macro. Eventually 
that got translated into a similar program for the PDP-1. 

When the PDP-1 arrived as a generous gift to the MIT 
electrical engineering department from DEC, John McCarthy 
was around with his time sharing so we decided that we 



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would develop a time sharing system for the PDP-1. That 
went into demonstration at the end of 1963, and operation 
with users during 1964. This was an unusual form of time 
sharing, because we wanted it to support the kind of use 
that the TX-0 and the PDP-1 were being put to within the 
research laboratory of electronics, which was to work 
with various laboratory groups in hands-on computation 
within the laboratory. This time sharing system was not 
designed for remote use, but designed for shared use of 
the machine within the computing facility itself. There 
are a couple of interesting things about this time 
sharing system. One was that it supported interaction of 
time shared programs with user lO devices; that's 
something which even modern systems are fairly weak on. 
The other thing was that we put in a trap facility into 
the PDP-1, such that the debugger could be fully 
protected from users programs, so we could run our DDT 
debugger developed for the PDP-1 on the basis of the work 
on Flit earlier. We developed that so that no matter 
what your user program did, it couldn't upset the 
debugger in any way. The facilities which we built into 
the PDP-1 for that purpose, it seems to me, were taken 
over later by DEC in the PDP-11/45. I'd be interested in 
knowing a little more about the history of that 
development. 

I might point out some interesting ideas in this time 



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sharing system. One was the swapping drum. DEC put 
together, with the advice of Ed Fredkin, a drum [that] in 
one revolution could exchange the entire content of a 
field on the drum, put that in the memory of the computer 
and at the same time read the information in the program 
on to another field on the drum. We had DEC build two of 
these drum systems, one for Ed's machine at Bolt Beranek 
and Newman and one for the machine at MIT. At MIT, we 
started out with only 4,000 words of memory in our PDP-1, 
and how were we going to make a time sharing system with 
only 4,000 words of memory? What we did, is wrote a 
mere 500 word executive program which sat in the top 
piece of this 4,000 words, and did all the work 
associated with buffering teletype characters and doing 
the primitive scheduling of the machine. Later, we 
managed to get enough money together to buy three more 
banks of 4,000 words, so we could allow programs to be 
either 4,000, 8,000, 12,000, or 16,000 words in length. 

A lot of the work in the connection with the TX-0 and the 
PDP-1 was done by groups of undergraduate and graduate 
students. The undergraduate and other hangers-on became 
known as the "hackers." Part of that started because I 
have a history, as an undergraduate at MIT, as being 
involved with the Tech Model Railroad Club. The Tech 
Model Railroad Club was an interesting place because it 
had this huge system built with telephone relays that 



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could manage the operation of the trains around the 
layout of the Club's 8 gauge layout. I thought the people 
over there might be interested in seeing what the 
computer facilities in the electrical engineering 
department at the research laboratory in electronics 
[were doing], so I invited a whole bunch of them to come 
over and see. When they saw what was there, they got 
really excited about it, and started making very good use 
of these computer facilities. A lot of that is what you 
will hear now from my colleagues on the panel. Thank 
you. 

[APPLAUSE] 

SL: Our next panelist is currently a professor of 
physics at Boston University, but thirty years ago he was 
working at BB&N and laid claim to the title of the best 
computer programmer in the world. This is Ed Fredkin. 

EF: There was in the Hynes Auditorium, I believe, 
something called an Eastern Joint Computer Conference 
that I went to. I'd heard that there would be a machine 
there from Digital. Digital made modules in those days, 
so I went, and there was the prototype PDP-1. It was like 
a dream come true. It ran as fast as machines that cost 
millions of dollars, but it was priced at $120,000; 
actually $80,000 with one thousand words of 18-bit 



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memory. That's like 2K bytes; that was a lot of memory 
in those days. I was watching it, and I ended up right 
then and there doing my first bit of debugging on the 
machine, because about every three or four minutes the 
machine would suddenly stop, and the people there would 
look perplexed and start it up again, and say something 
like "Well, it's a new machine." So I started snooping 
around, and I discovered behind this machine was a large 
copper strap with a wire going to the machine. I followed 
this strap over to a booth, several booths down, that had 
a tape drive with these huge motors that went "punk" like 
this, and every time they would push the button to start 
the tape drive, the PDP-1 would stop. So asking a few 
questions, I discovered that these were the only two 
booths that requested a ground wire, so they supplied 
them each with a ground wire that just went from one 
booth to the other. Unhooking that fixed the problem. 
There I ran into Ben Gurley, whom I'd met before — he is 
the designer of this machine, it was really a brilliant 
concept. I want you to understand how Digital came to the 
conclusion of what it was that was to be designed. This 
machine was just right. What were the specifications, I 
asked? What were you told? What was your charter? I 
knew that he was hired by Digital, at some point and was 
told to design a computer. He said he had the following 
conversation with Ken Olsen and Harlan Anderson who ran 
the company. "We would like to hire you to design us a 



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computer." Ben said, "What kind of a computer?" They 
said "Out of inventory." This was a company that 
financed itself with very little money, and there was 
this stock room, and he was to look through it and see 
what was there. The truth is, he had to design about 
half the module types that were used in the computer, but 
that was the general idea. It was really a brilliant 
conception. 

I decided that we had to have one of those. I worked at 
BBN and I argued and politicked there and we bought the 
very first PDP-1 and had an enormous amount of fun with 
it. I wanted to mention that John McCarthy and Marvin 
Minsky hung around there, and this had a dramatic effect, 
I think, on the use of the PDP-1 and computers in 
general. All kinds of things were done. Marvin and I 
were reminiscing that ever since the PDP-1, we've been 
wanting a machine that could do what the PDP-1 did, which 
is write some simple code and say, "Here's an XY, put it 
up on the screen for me." All displays have gotten so 
sophisticated, you can't do that unless you're some kind 
gee whiz programmer. Someone should make that possible 
again, maybe give Marvin a machine like that and 
something new will come out of it. As was mentioned by 
Jack, the PDP-1 was one of the machines that pioneered 
time-sharing. The other, of course, was the 709 of the 
compatible time-sharing system. John McCarthy was at BBN 



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and one day he explained to me the idea of time sharing. 
He had the right idea. We worked at trying to make that 
happen and of course Digital helped us. We invented an 
interrupt system, and the drum system, and all those 
things. They all got built. Those were the days where 
you could say, "Hey, I need this new instruction. It's 
really terrific." They would go and wire it up and the 
machine would have a new instruction. 

I'd like to tell you an anecdote which you don't know and 
which means that the PDP-1 is, in some sense, still 
alive. I started a little company and I located it in 
the Mill in Maynard [Massachusetts]. I had a PDP-1, 
naturally. One day I brought a friend of mine, John 
Cocke from IBM, to look at it. I showed him the machine 
and explained to him the architecture. Ben Gurley was 
there; he had left Digital and worked at my company. We 
had a great time. John Cocke [and Ben were] computer 
architects and we went through the machine in great 
detail, all the intricacies of its design. It was all 
really good stuff. Later on that week, I got a call from 
John and he wanted to tell me something funny. He said, 
"I was visiting my father. I described this Mill where 
your company was, and where Digital was, and my father 
said, 'Tell me more about that mill, it sounds 
familiar.'" So John kept describing it and then finally 
his father said, "I know that mill. The American Woolen 



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Company used to be there. I used to own it." So, John 
Cocke's father used to own the Mill that Digital got 
started in. Here's the interesting thing. Many years 
later, once late at night, I got a call from John Cocke. 
(IBM recently had a John Cocke celebration on a week-end. 
They invited people from all over the country and spent 
three days doing nothing but heaping honors on John 
Cocke. What l discovered is, that there are all these 
people, other than myself, who got these late night calls 
that lasted two hours or so while John Cocke told all his 
interesting ideas. I thought I was the only one until 
then.) John said, "Do you remember that machine you 
showed me in The mill in Maynard?" I said yes. He said 
[he had an idea]. He had worked up a design that was 
based on the PDP-1. It had a very simple instruction set 
like the PDP-1. PDP-1 had a multiply step and a divide 
step instead of an instruction. He'd come up with a 
modification of that, that did two bits at a time instead 
of one, and handled the sines properly instead of not 
handling, and little things like that. He had in mind 
that it would have a 16-bit word instead of 18. One 
other change he had in mind was the timing cycle; instead 
of being 5 microseconds it would be 5 nanoseconds. He 
had this all worked out in his mind. He had shown that 
this machine could emulate every model of the System 360 
in faster than real time, so his idea was that they 
should build machines like that, and part of his idea was 



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to have a very clever compiler. That was different, but 
the architecture was the PDP-1. Of course that machine 
is alive and well; today, it's called the RS6000. It 
went through the 801 and a lot of evolutions, but that 
project got started right then and there, and it 
absolutely started with the PDP-1 as its idea. To me, 
the PDP-1 was one of the great experiences of all time, 
and I was always perplexed that they didn't sell 
thousands of them. I think they sold 120 or so. One day, 
I remember John [McCarthy] and I had this idea that this 
was such a great thing, we should convince Digital 
somehow, we'll go out and convince other people to buy 
these machines. The world took to the idea slowly, but to 
those of us who appreciated it, this was a miracle 
completely out of left field, there was nothing else like 
it anywhere in the world. I think the world owes quite a 
debt to Digital for this PDP-1, because it was the germ 
that started a tremendous number of things. It was the 
first really fun interactive computer. It was fantastic 
to sit at the terminal, have the scope there and make it 
make music and fancy pictures and started things that 
ended up being word processors, and real time control 
programs, and all kinds of things that hadn't been done 
before because the machines you needed cost millions of 
dollars. That was the future that burst on the scene and 
captured the imagination of a lot of people. It's a 
great story. Thank you. 



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SL: Our next panelist is currently an electronic 
consultant in California, but 30 years ago he was a 
research assistant with John McCarthy. He's going to 
tell us how he unleashed the curse of the video game upon 
the world with the PDP-1. Here's Steve Russell, known as 
Slug Russell. 

SR: I did see the PDP-1 at the Eastern Joint Computer 
Conference, and thought it was interesting but it was 
awfully crowded. I didn't have a chance to play with it 
at the time. When Digital donated the PDP-1 to MIT I was 
down the hall, and came in to see it. I belonged to the 
Model Railroad Club. We talked about it a little. I 
thought it was a great thing, because it was the first 
"appliance" computer I had ever met, and probably one of 
the first "appliance" computers. [By that I mean] it had 
a switch, you could turn it on, you got a satisfying 
clunk and it started working. When you were done, if 
there was no one else using it, you turned it off and 
left. The other computers of my experience, if they got 
turned off, it was a major trauma, and five vacuum tubes 
burned out and field service had to come and dance around 
it for a while to make it work again. It was also a very 
satisfying machine, because you could type a single 
character at it and it would type a little message back 
you. Granted it was a little cryptic, but it gave you a 



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great feeling of power, much better than flipping 
switches. It had a cathode ray tube, so that you could 
draw pictures. I got a real itch to use it and started 
thinking about what I could with it. Marvin Minsky had 
written a little demonstration program that made 
interesting kaleidoscope-like patterns on the machine, 
and it was interactive. You could put in different 
starting numbers, and it would give you different 
patterns. It wasn't terribly exciting, because most of 
the time, when you put in new patterns, it didn't work 
very well. The play value wasn't really too good. I 
wanted to use it for something. We talked it around at 
the Model Railroad Club and the Hingham Institute, a dive 
on Hingham Street where some of us lived. We eventually 
decided that you could probably simulate space ships. 
We thought about that for a while, and eventually I got 
shamed into writing the code to maneuver a couple of 
space ships around the machine in two dimensions. I 
fixed it so two people could play. Then there was a great 
deal of kibbitzing about the speed at which it ran, and 
how there really ought to be gravity [for it] to be 
properly realistic. So Dan Edwards wrote some gravity 
routines and put them in. Then Pete Samson complained 
that the star map wasn't properly realistic, and he put 
in a star map. Shag [Graetz] grumbled about the 
explosion when he went into hyperspace. It seemed 
necessary to escape into hyperspace every now and then. 



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it helped make the game more playable. So Shag put in 
hyperspace and things went on from there. The whole 
process when we took a couple of months all told, but it 
was great fun, and it created a real problem because it 
made it a little hard to use them machine because you had 
all these Spacewarl players to kick off. It became 
necessary to publish a policy that Spacewarl was 
absolutely the lowest priority on the machine. 
Fortunately, debugging new versions of Spacewarl was 
higher priority. If you think playing video games is 
fun, writing video games is even more funl That's how 
Spacewarl came to be. It appears that it was the first 
two-person interactive game played on a CRT. The people 
who made the most money off it were the patent lawyers 
who are still discussing it. I think a great deal of 
credit goes to John McCarthy and Marvin Minsky and Jack 
Dennis, who encouraged everybody around to try things and 
were not at all critical, and radiated a lot of 
enthusiam, which helped us try all sorts of things that 
eventually turned out to be interesting. I think the 
most significant thing was what people get in personal 
computers today: you sit down, you have something to do, 
you poke at the computer, it does something and you find 
out about it right away, no muss, no fuss, no bother, no 
wait. The PDP-1 really started programmers thinking 
about how to do that, and how to do it well. It took 
them about fifteen years to figure it out. I think it's 



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much better now. 



SL: Our next speaker, picking up the thread from that, is 
currently a free-lance writer but back then he was also 
hanging around MIT as a Hingham Institute Fellow, 
thinking, of course, about Spacewarl and hyperspace. 
This is Shag Graetz. (J.M. Graetz] 

SG: I'm glad Slug mentioned the lawyers. Earlier this 
week I was down in New York and New Jersey doing some 
software detective work, indirectly for the lawyers for a 
lawsuit that I call Spacewar East. The people at 
Magnavox who have a patent that they are using to insist 
they have the authority to license anyone who writes any 
kind of interactive game, video game, computer game, 
whatever, periodically get sued by other companies who 
think, this isn't quite right. In the first place, 
Magnavox 's patent only came out in 1967 and of course the 
first thing that they adduce as evidence to the contrary 
is Spacewar! This has happened about three times over 
the last fifteen years. At various times. Slug, Marvin 
ninsky, John McKenzie, and others, get called and come 
and help out to see what we can do. It's still going on. 
The PDP-1 lives both in body and spirit, I guess. 
All I want to do is take a slightly different thread or 
maybe more than one thread, because it's not just people 
who were actively involved in electronics with Digital or 



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with MIT that got involved with this. That's only one of 
the ancestors of Spacewar! I probably have the least 
legitimate credentials of all the people here to be 
called a hacker. I did go to MIT. The first thread 
starts there because one of my first and still one of my 
closest friends was Wayne Wiitanen, who was a mathematics 
major and one of the few people [during the mid-fifties] 
when, at that time at MIT, the only digital computer that 
was doing anything, was Whirlwind. But like the TX-0 a 
year later, it was also available to people who wanted to 
do research. Wayne was one of those who got involved 
with Whirlwind. He was, as an undergraduate, a very 
early programmer. We became good friends most throughly 
activities in the Outing Club and our interest in science 
fiction. I flunked out and then I flunked out again. 
At the same time, Wayne left because if he had stayed he 
would have flunked out. One thing led to another and we 
went through our necessary six months in the Army. We 
back out, and we lived in a cooperative house for a 
little while, and then found our first, genuine, grown-up 
apartment, which was on Hingham Street in Cambridgeport, 
right by the river. We called it the Hingham Institute 
because it made us sound important. It was just a play 
thing, really. At that time, I was looking for something 
that was better to do than be a research assistant in a 
chemistry lab because that's all I really knew. I was 
out of work for a while, and it turned out that at 



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Harvard, where Wayne was working as a programmer at the 
Litaur Statistical Lab., they needed a machine operator, 
(comma) junior, which is the bottom of the totem pole. I 
got that job. It paid about 50 percent more than I could 
get as a trained chemist. That started that thread 
going. By that time we had become friends with Slug and 
we were all avid Outing Clubbers. We went hiking every 
chance we got. The other thing we did, every chance we 
got, was buy and read, or go down to the movie theatre 
and see, some of the out and out worst science fiction 
ever written and/or filmed. The novels of Edward E. 
Smith, all about the skylark of space and the great 
lensmen - 1930 's pulp trash. It is tremendously 
exciting. If you pick one up now, even these days, it's 
very difficult to put it down if you let yourself go for 
just a few paragraphs, but it is bad! The same is true 
for all these science fictions movies that came out of 
Japan at the time from Toho Studios. We gave it the name 
Grade Z science fiction, which is certainly what it was. 
The best thing about it was the model work. They built 
these beautiful, intricate models of Tokyo, San 
Francisco, other places and all these marvelous rubber 
monsters, the ones you would be most familiar with would 
be Godzilla and Rodan, but there was a whole family of 
them. They also had space ship epics with model space 
ships, weren't quite as successful somehow. Probably 
because we knew more about all that kind of engineering 



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stuff than we did about monsters and Tokyo. But these 
two concepts got fused in our minds, and the first thing 
we thought of was, "Well, the obvious thing to do is they 
should make movies out of the Skylark of Space." But of 
course that would have required the kind of model work 
that didn't become feasible really until, probably until 
2001. "Star Wars" is probably what the Skylark of Space 
would have been. It virtually had the same plot, really. 
But, at the same time, we were working, first at Harvard. 
Then I left Harvard Statistical Lab and went to work for 
another old friend, someone I had met when I was still an 
undergraduate at MIT, Professor Jack Dennis, who, at that 
time, was in RLE [Research Lab in Electronics] and was 
master of the TX-0. He hired me in the summer of 1961 to 
write a diagnostic program. This did two things: it gave 
me some employment for the summer, and it also set me on 
the path I was going to lead as a software writer. I 
wrote a diagnostic for the Potter tape unit, that was 
just then installed on the TX-0. When that was over, I 
went to work for a man that we affectionately called 
Zeus. His name is Douglas Ross. At that time, he was 
Director of the Electronic Systems Lab, which was in a 
nearby building. In the fall of that year, the PDP-1 
arrived at MIT. We had been anticipating this for a 
number of months, and Wayne and Slug and I would get 
togther at Hingham Street and think about, what we could 
do to show the machine off. It always revolved around 



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this business o£ space ships. Between the Toho Studios 
and E.E. Smith, it was always on my mind - space ships 
moving around on a scope. It didn't take very long for 
us to come up with what turned out to be the basic rules 
of Spacewar! - two space ships opposing each other, 
firing something, rays or torpedoes, moving all around 
space and trying to blast the other out of the ether. 
We thought it was a good idea, but at the time we didn't 
have any immediate way to implement it. Wayne got called 
back up into the Army after the Berlin crisis. But as 
Slug pointed out, some of the hackers at the Artificial 
Intelligence Lab had got involved in the discussions. 
They were really quite eager to get going on it. Here 
was this machine, it had no software, [it was] just there 
- dying to be used. Slug kept making excuse after 
excuse, what was he going to do? Couldn't write 
anything. Alan Kotok went over to DEC, found a couple of 
mathematic subroutines. He came back with them, said, 
"Here they are. Write." So starting in January of 1962 
Steve sat down, wrote the main control routine and like 
Tom Sawyer with the whitewash brush, got everybody else 
involved with writing pieces of the program. The first 
thing we had were the space ships and the torpedoes and 
the acceleration. Then Slug threw in a few random stars. 
It was really the display of DDT sitting in upper memory. 
[LAUGHTER]. Understand, we did all this is 4K, no more 
than 9 kilobytes. Peter Samson didn't like that, so he 



DEC — PDP 1 LECTURE 
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wrote the Expensive Planetarium, which displayed the 
stars of the central belt around the equator in their 
respective magnitudes so that brighter ones looked 
brighter. Dan Edwards put in that star in the middle 
that had gravity, not particularly Newtonian, but 
everybody fell into the star if they didn't move. He 
also wrote a routine that compiled the space ship outline 
so that there wouldn't be any flicker on the screen. We 
were starting to exceed the refresh rate. I was working 
on hyperspace. Hyperspace was where we inhaled the 
Minskytron. You'll pardon me, that's what we always 
called it. Professor Minsky always called it the 
"tripost display" but we called it the Minskytron, 
because that's what it looked like. And I found a way to 
make that display, as the ship went into hyperspace. So 
out of these threads - MIT flunk-out, hacker-type 
mentalities, science fiction, monster movies, and 
something that was a computing equivalent of a Heath kit 
— came together in 1962, and Spacewarl came out of that. 
It eventually showed up, I think, on every PDP that 
Digital ever produced, and is still kicking around all 
over the place. It must be on the VAX somewhere. That's 
how it all happened. The rest, if you want to blame us 
for it, go ahead. We don't mind. 

[APPLAUSE] . 



DEC — PDP 1 LECTURE 
TAPE 1, PAGE 23 



SL: Next up is Dave Gross. Currently he's a consulting 
software engineer. Thirty years ago he was a student at 
MIT, who managed not to be around when the PDP-1 was 
delivered, but he returned soon afterwards to find our 
birthday machine sitting in the kluge room. Dave? 

DG; I was sitting there trying to figure out what I was 
going to say and realizing that if this was a meeting of 
Hackers Anonymous, I would be up here saying, "I am a 
hacker." [LAUGHTER] That's what I was back then. As 
long as Shag's admitted it, I was another one who had to 
escape from MIT before they flunked me out. During that 
escape, the PDP-1 arrived. Before I left, a friend of 
mine. Bob Saunders, showed me this little glossy brochure 
from some obscure company whose name I can't recall now, 
but I think it was Digital. He showed me this brochure 
that had two computers that they were going to advertise 
for sale: one of them was the PDP-1. I said, "What's 
that?" He said, "That's a commercial version of the 
TX-0." The other one was the PDP-3, a 36-bit machine 
that Digital never actually built. As a matter of fact, 
we didn't even have a prototype of it. The PDP-1 was 
quite an advance over the TX-0, although it was obviously 
a close relative. The TX-0 required some training if you 
wanted to turn it on. There wasn't one "on" button and 
yes, you did get this satisfying clunk, but then you had 
to wait for the power supplies to warm up, because 



DEC — PDP 1 LECTURE 
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they were powered by a vacuum tube system. To do this 
properly, you had to watch this little timer, and you sat 
back and you twiddled your thumbs for a couple of minutes 
while it warmed up. Then there was another button to 
push that started the clock generator, and if you didn't 
do it right, or maybe the button bounced, you might have 
gotten two. ..the clock generator was a chain of delay 
lines. If you didn't start it up right, you were in 
danger of overheating the circuits, I believe, because 
the two pulses in the chain, cycling the transistors more 
than they were supposed to. You weren't supposed to turn 
on that machine unless you were authorized, and I wasn't 
authorized. That really pained me. I really suffered. I 
knew I knew how to turn on that machine, but heaven help 
me if I ever did it, so I didn't. The PDP-1 was quite an 
advance. It had those magnetic resonance saturating 
transformers, the power supply that lasted all the way 
up to the PDPIO generation. Those were the power 
supplies with the super heavy transformers where if you 
opened the back doors of the later machines that required 
more power, the machine tended to tip over. The PDP-1 
was where those power supplies started. Another advance 
in technology in the PDP-1 was that it had pulse 
amplifiers. The TX-0 had a delay line to generate the 
pulse chains, and then I believe the pulses would 
distribute the logic through plain transformers, which 
meant if you had to alter the circuitry somewhere and put 



DEC — PDP 1 LECTURE 
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more load on the pulse, you'd be changing not only 
amplitude of that pulse, because you're loading the one 
transformer, but the change would reflect back through 
the transformer into the main delay line, and alter the 
amplitudes of pulses other than the one you had. The 
TX-0 had this oscilloscope over in the clock generator 
pack bay, with little circles on the screen marking where 
the tips of the pulses ought to be, and if they weren't 
there, the machine was in serious trouble. And heaven 
help you if anybody changed the gain on that scope, 
because it would really cause a disaster. The PDP-1, on 
the other hand, was a relatively reliable machine and it 
was really great for us hackers. My first stint in the 
computer room was as a witness to Bob Saunders writing 
this macro-assembler, it was a really fine product, 
probably as good an assembly language as you'll even see 
on a PDP-11 class machine. When I got back to the PDP-1, 
the work of converting that assembler from the TX-0 to 
the PDP-1, had already been completed. But I understand 
that Digital was first offering another assembler written 
for the one thousand word PDP-1, and it had to run there 
with no auxiliary storage. The original PDP-1 had a 
bidirectional paper tape reader. I've never seen a 
bidirectional paper tape reader. But it was a very fine 
mechanism. It had two pinch rollers and two brakes, one 
on each side of the reading head. The idea of this 
assembler was it was going to punch an intermediate tape. 



DEC — PDP 1 LECTURE 
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I believe what you were supposed to do - you took the 
source tape and put it in the reader and it would read 
pass 1 normally, but then it was supposed to read the 
tape in reverse for pass 2. 

EF: There was no room in memory to put anything other 
than the binary code you were assembling, so it read pass 
1, and it turned out that if you read the tape backwards, 
every definition arrived just in time for its use. 
[LAUGHTER] By some miracle this worked perfectly with no 
auxiliary storage needed for definitions. 

DG: Needless to say, we were not in love with this 
assembler. 

EF: I thought it was fine. [LAUGHTER] 

DG: The crew consisted of Samson, Saunders, and Kotok 
and a few others. They were given a challenge to do the 
work in one weekend. It was all night sessions. 
That wound up being the successful assembler for the 
PDP-1, too. It was a pretty neat job. 

SR: It should be noted that the level of human 
engineering has still left some of us with the mnemonic 
for what to do with the switches when you get done, which 
was start to continue, continue to start. [LAUGHTER] 



DEC — PDP 1 LECTURE 
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There were the start and continue buttons on the console, 
and unfortunately, the meaning of pushing them was 
reversed from what you wanted, which was what you had to 
remember. We've learned a lot, we've improved the human 
engineering of computers a lot. If you wonder what's 
been going on between the PDP-1 and the Macintosh, a 
great deal of it is learning the hard way - that start 
to continue to continue to start, and backward paper tape 
- isn't easy to remember and easy to explain, and getting 
rid of this nonsense piece by piece. 

DG: Both the TX-0 and the PDP-1 were paper tape 
machines, but I believe Jack hired this grad student to 
do a magnetic tape controller for the TX-0. The grad 
student's [was] Gordon Bell, and he actually succeeded in 
devising a mag tape. Kotok and I were playing bridge one 
night in the TX-0 room, — the TX-0 room was a great 
place to play bridge in the hot days of the summer 
because it was about the only room at MIT that was air 
conditioned for the computer, so it attracted us for more 
reasons than just the computer hacking — and we looked 
at that magnetic tape and thought there ought to be some 
way to save that rewinding that paper tape, and rerunning 
it back into the assembler for a pass 2, there ought to 
be some way to record the paper tape on the magnetic tape 
during pass 1, and play it back on pass 2, and wouldn't 
it be neat if we could also put the resulting loadable 



DEC — PDP 1 LECTURE 
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image on that magnetic tape, too. Between Kotok and 
myself, we came up with a patch for the assembler that 
would actually write source code onto the tape during 
pass 1 and leave lots of blank spaces between the blocks 
so that when it did pass 2 it could also write the 
resulting object code and load it from magnetic tape. 
That was a kluge that wasn't supposed to be able to be 
done, but we managed to get it working and it was a 
pretty neat system as such things went. Another hacker 
who was there to witness, was Peter Samson's music 
program. The TX-0 had a monaural hi-fit unit under the 
console and it was attached to probably bit 14 of the 
accumulator, or some random bit that was determined by 
experiment to make the best sounding noises when you ran 
the average program. In fact, you could tell when your 
program went into an infinite loop because the noise 
would go [MIMICS WHINING NOISE]. Your program was 
supposed to make [DIFFERENT NOISE HERE]. So it was a 
great tool. You could sit back and play bridtfe and hot 
worry about the computer dying on you without your 
noticing. Peter Samson thought it would be pretty neat 
to use it to make music. He invented this game where he 
could compile a tune and play the melody on that speaker. 
When the PDP-1 arrived, he realized that that was a 
faster machine, with slightly better architecture, and he 
could actually code this up to play three voices at the 
same time. I remember when I got the first demonstration 



DEC ~ PDP 1 LECTURE 
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after I returned to MIT, he had coded up a Bach trio 
sonata, which is very good for a music system that could 
play three voices. It starts off as a solo for the first 
voice, and then it gradually brings in the second and the 
third voice until you're playing some fugue and it goes 
on complicated variations. It was neat. He played it. 
[SINGS] Then came the second voice. I said, "Wow, two 
voices." Then the third voice. Then Pete did the hack 
of hacks, I think. He had very carefully timed the paper 
tape reading loop, so that it was a multiple of the sound 
incrementing loop. When the music reached the end of the 
buffer, it read the paper tape while continuing to play 
the music in tune, which is a pretty neat thing to do on 
a machine that had a five microsecond memory cycle. It 
would read the tape, and that had any number of people 
floored that it could do that, with just minimal buzzing 
in the background. When we finally got the successor 
machine to the PDP-1, which was supposed to be the PDP-6, 
and that machine was faster still, had the bigger 
computerware and Pete Samson said, "Ah ha, I can now do a 
six voice machine." Indeed, we designed something called 
the MK-6, which stood for the Music Kluge Six, which 
could connect your PDP-6 to a speaker and indeed he did 
have a six part music played on that machine. 

Another thing developed on the PDP-1 that I think is 
significant is a product of a fellow named Dan Murphy 



DEC — PDF 1 LECTURE 
TAPE 1, PAGE 30 



here in the audience, and Mr. TECO. I remember Dan 
debugging TECO, and thinking what a crazy thing to do. 
The right way to edit a paper tape is to use those 
Flexowriters. I'm going to admit it. I'm an old stick in 
the mud, and I still like the coding in machine language 
where a machine only had a two bit op code; I think 
that's what real programmers ought to do. 

[APPLAUSE] 

SL; Before we throw it open, I think I would be a shame 
not to hear, if they'd be willing, from some of our 
guests out here in the audience. I think particularly 
Drs. Minsky, McCarthy and Richard Greenblatt. Would you 
like to say a couple words? Marvin Minsky. 

[END OF TAPE] 



DEC — PDF 1 LECTURE 
TAPE 2, PAGE 1 

MM: You were talking about flunking out [of MIT] and most 
of the people who made the biggest innovations in this 
field did in fact flunk out. In fact, none of them 
flunked out they all disappeared right? I've never heard 
of anyone [at MIT] flunking out — it happens, but the 
point is that it wasn't until 1970 that the professors 
could be said to know more then the students in computer 
science. They had a kind of artificial view, and I think 
this may be a real phenomenon. It certainly is why so 
many of these discoveries came from below; the image that 
Jack Dennis was head of RLE is a perfectly reasonable 
view from the bottom. 

[LAUGHTER] 

He's all the way up there at at assistant professor rank. 
Everything everyone said brought dozens of images [to 
mind], like going over to Hefron's and getting the right 
switches to play Spacewarl Eli's is still there but it's 
no use anymore because it only sells parts from 
computers. [LAUGHTER] There was a great junkyard which 
had every possible kind of surplus but it had surplus you 
could use, because if you're doing anything with 
computers you obviously don't want computer parts. One 
of the ironies there. There was a nice moment of banning 
Spacewar! just for a little while, of course. Many years 
later, some town, Braintree, or somewhere, banned arcade 



DEC — PDF 1 LECTURE 
TAPE 2, PAGE 2 

games and I remember thinking "Oh, they thought of that, 
too." [LAUGHTER] 

One of the great mysteries to me of this whole period was 
the disappearance of the graphic display. DEC started it 
pretty much. I was just mentioning to McCarthy it's 
really hard to believe the 704 was before the PDP-1 and I 
have this pretty well confused in my mind, but of course, 
the 704 was a bigger, more powerful computer but you 
couldn't program it much, and I don't think anybody's 
even mentioned Steve Russell's role in the programming of 
the first versions of LISP. He played an immensely 
important role in that. But that was mostly on the 
'other computer'. I remember when we got the PDP-6 one 
day, about '64. It turned up, and I said, "Well now we've 
got our own real computer. How are we going to do our AI 
research on it with no LISP?" At the end of the next 
weekend there was. So a great deal of the success that 
I'm credited with, and John is in the AI lab, came from 
the fact that all this research was BP {Before 
Programming] and the same people who did these hacker 
exploits also did an immense amount of serious scientific 
work, mostly by figuring out what was going to be needed 
next year in AI. So when I said "Let's have a LISP," and 
they said "Well, it'll take at least three or four days." 
[LAUGHTER] There was this decay of graphics; the PDP-1 
had this thing and you could, say, plot XY. The only 



DEC ~ PDP 1 LECTURE 
TAPE 2, PAGE 3 

other machine that I've been able to plot XY on is some 
little Casio pocket computer which has a plot XY and it's 
Basic, but it's almost impossible to plot XY in any real 
computer. So in order to do graphics research, you have 
to get an awful lot of equipment set up and it'll go to 
an awful lot of trouble. Later I built one myself. I 
built a little computer for working with for children to 
be able to run LOGO programs. Unfortunately, it cost 
more then anybody thought, and schools couldn't afford it 
but it had a vector plotting scheme and that was great 
fun. Shortly after that I saw one in a little computer 
game named VECTREX which I guess has bit the dust. As 
soon as raster displays came out, graphics went down hill 
and took many years to recover. There are lots of other 
wonderful stories but there are too many... it's getting 
too late. 

[APPLAUSE] 

SL: Mr. McCarthy, would you like to say a couple of 
words here? John McCarthy. 

MCCARTHY: I don't have very much to add, to what has 
already been said. I would like to compare a little bit 
the psychology of that time with the psychology of 
computer use today. Maybe I am guessing here, because I 
don't really know too much about either one, but consider 



DEC — PDP 1 LECTURE 
TAPE 2, PAGE 4 

that the PDP-1 as people said started with a IK memory 
and went up to a 4K memory and then somewhat more, and 
now people are talking that one megabyte is rather small; 
Harvard is letting me use a machine with eight megabytes 
just as a terminal and so forth. Now, I have not 
actually learned to write programs 8,000 times as fast as 
I did many years ago, in fact I probably write somewhat 
slower then I did a number of years ago. While people are 
somewhat faster, they aren't certainly 8,000 times as 
fast as the people many years ago. The result is, of 
course, that people have to program at, so to speak, more 
like an executive level, where they don't really know 
what all these pieces that they are ordering around are. 
Like the boss of a company who doesn't fully understand 
what his henchmen are doing, or thinking, or going but he 
gives them some orders and hopes that the right thing 
will happen. Now it seems to me that a programmer is a 
kind of executive, putting together these parts. What is 
always amazing me, is people are saying "Well, three 
megabytes is not really enough. You need more," and of 
course the answer is if they really knew what was going 
on, and were in a position to change it, even three 
megabytes for many of these things would be plenty. I 
had something else I was going to say but I forgot what 
it was so I think I'll stop. 

[APPLAUSE] 



DEC ~ PDP 1 LECTURE 
TAPE 2, PAGE 5 



SL: Richard Greenblatt, one of the canonical hackers 
from that period, will say a couple of things then I will 
allow time for a couple of questions. 

GREENBLAT: I was really a late comer to the PDP-1 scene. 
I arrived as a undergraduate, and never was an official 
user, but [here's] what I did. The sign up list went up 
on Friday morning at eight o'clock, and within an hour 
the entire week for the following week was signed up 24 
hours a day. Users coming in and signing up. X would 
come along and look at the signup list and see who had 
signed up, and try to figure out who was usually late for 
their computer time, and I would then wait [until] the 
appointed hour and somebody would be a few minutes late 
showing up for their computer time and I would jump on 
the machine, and play around, and do my thing and then 
maybe, maybe, they wouldn't show up for their time at all 
or they would come in fifteen minutes late. That was 
computer access in those days. Later I was involved in a 
number of the things that have been alluded to. 

[APPLAUSE] 

MCCARTHY: The Sale system at Stanford will — which is a 
was originallly a PDP-6 and went through various versions 
of PDP-10 and is a KL 10 and is of course thoroughly 



DEC — PDP 1 LECTURE 
TAPE 2, PAGE 6 

obsolete but nevertheless still working, at least the new 
service works and so forth, will if it lasts, be turned 
off on June 8, of next year which will be its 25th 
anniversary. I've been thinking about how it should 
celebrate its demise, and it should send people a 
message, I think. If anyone wants to be sent the final 
message of the of the Sale computer just before it's 
turned off, then you should communicate. Now having sort 
of thought of that from an administrative point of view 
it's not instantly clear to me as to where you should 
send this E mail. Well, my poor secretary, I'll make her 
do it. [LAUGHTER] If you want to be sent E mail when 
Sale is turned off, send E mail to MPS at CS.Stanford.EDU 
and you'll get the final message out of the PDP-10, 
provided it doesn't crash irrevocably in the meantime 
because if it crashes in the meantime it's sort of been 
agreed that no heroic measures will be undertaken. It 
has asked for that. It has this living will. 

SL: Would Ted Johnson like to come up here and tell us 
about selling the machine as DEC'S VP of sales for twenty 
something years. 

TJ: I hope I don't contaminate this hacker's delight 
by throwing in a commercial dimension, but I think I can 
add a few facts here and a different perspective. As Ed 
Fredkin pointed out, before the PDP-1, Digital was 



DEC — PDF 1 LECTURE 
TAPE 2, PAGE 7 

entirely a modules company. You're looking at the sales 
force at the time that the PDP-1 was invented. I was the 
only person in the field. We had no field, only a person 
in sales officially, that is. Everybody was really 
selling, but I was the only sales engineer, and we had no 
field officers. I was in Maynard. One exception to the 
module business is that we also sold memory testers. 
Even though I was the only sales person out selling 
modules, they took me out of the field for about two 
weeks to design the first memory tester with the logic 
when after talking with RCA the company decided to build 
their own system. I didn't realize they were laying the 
groundwork for getting in the computer business, at all. 
Our total focus was the module business, and I really 
didn't know all the cards that Ken was planning to play, 
although I had seen the original business plan. I 
probably should have known better, but we were really 
focused. In April of '59, I happened to be in the office 
with Ken and Harlan Anderson when a request for a 
quotation came in. It was from the US Naval Ordinance 
Test Station in Pasadena, and there was a request for a 
36-bit machine, five mega cycles, fit the module line 
perfectly, and Ken turned to me and he said, "This is 
just what I wanted to build. Go sell a computer." What's 
a computer? I didn't really know. After thinking about 
it, and talking to Ben Gurley who joined in June, the 
decision was made that if we were going into the computer 



DEC ~ PDF 1 LECTURE 
TAPE 2, PAGE 8 

business, the 36-bit machine would take awhile not only 
to build but also to close the sale with the Navy, why 
don't we start small and build an 18-bit machine? By the 
way, we should probably build one in the middle 
someplace. I've never known whether that was supposed to 
be 24- or 27- bits but that's the reason why there was a 
gap. There was the PDP-1, the PDP -2, and the PDP-3. I 
believe the PDP-3 actually was built, by the way. We had 
a line of 10 megacycle modules and many, many years later 
I was showing that machine, over in Waltham, someplace in 
a basement by some drug company. 

EF: They ordered one and DEC declined to build it. 
Actually two were ordered. AFCRL ordered one. They were 
delivered two PDP-1' s, with some explanation that that 

was the [LAUGHTER] The other one was a company, an 

architectural firm, who really wanted it so they said, 
"Do you have any pieces of paper with any kind of 
design?" They took the design, bought the modules and 
built a machine, and made it work. 

TJ: Ben Gurley joined in June and began designing and 
laying out the PDP-1. We introduced a working machine in 
November, so that was a tremendous time to market, and 
from our perspective selling modules, it was just a 
testimony to what you could really do with using our 
standard modules. The one competitor that we had the 



DEC — PDF 1 LECTURE 
TAPE 2, PAGE 9 

first year that I recall was the CDC 160-A. I have a 
slightly interesting story there, too. I think most of 
you might know that Digital and CDC started off in the 
same month, same year - September of 1957 - both going 
off in the scientific engineering area but totally 
different strategies. My module selling was very 
difficult; it was difficult to find a customer for 
modules in those days, and I remember calling up CDC at 
one point and visiting them in Minnesota and trying to 
sell them on converting and using our modules to build 
their computer. Of course, they were much too far along 
and it was a silly idea, but I was naive and an eager 
salesperson. I did see in the side when they were 
building the 1604, and the 160A was the prototype, the 
test machine, that they built, and it was sort of a side 
line for them to go out and try to sell this machine. I 
think they were the first ones to make a deal, an OEM 
contract, for small machines. From then on the brass 
largely focused on the real selling of PDP-l's for a 
couple of years, and the sales force — by now I was on 
the west coast — continued to largely focus on selling 
modules. We did sell 49 PDP-l's. Sixteen of those were 
sold to ITT, who used them for message switching 
communications applications. Nick Mazzarese was brought 
in to be the account manager for ITT. That was really 
the start of the computer OEM business, and of course, 
later on in 1965 when we were into the product line 



DEC — PDP 1 LECTURE 
TAPE 2, PAGE 10 

organization, Nick was put in charge of all the small 
computers. I think that's just some added perspective. 
Thank you. 

[APPLAUSE] 

EF: I'd just like to make a comment. When DEC got 
started, one ground rule they had was no software. That 
was for other people: You want this machine, you guys 
write the software. About selling the computers I 
remember that one day we had a PDP-1 at BBN and Harlan 
Anderson, who was a partner with Ken Olsen running the 
company, called me and asked me to go with him on a sales 
call for the PDP-1. I agreed. We went off to Ohio State 
University, and talked up the PDP-1, and it was clear 
that they weren't going to give an order right then and 
there. As we were coming back on the plane, Harlan 
Anderson grumbled to me, "That's the last time we'll ever 
do that." I said, "That's the last time you'll ever do 
what?" He said, "Call on someone to try and sell them a 
computer. If someone wants one of these machines they 
got to come here and buy it..." 

[LAUGHTER] 

SL: Before I throw it open for some questions, I actually 
have a question. There was one story which I determined 



DEC — PDF 1 LECTURE 
TAPE 2, PAGE 11 

at least to be at least partially apocryphal. It 
concerned a little wire that some of the hackers hooked 
up between the TX-0 and the PDP-1 to play a prank on the 
professors - Minsky and McCarthy. [It involved] hooking 
up this computer, giving it the software to play chess, 
and one was in one room and the other was in the other 
room and they were actually playing against each other, 
thinking they were playing against the computer until one 
of them, I think as the story goes, McCarthy noticed that 
the moves were being really put on one letter at a time 
as a person would type it. He walked in the other room 
and discovered it. I think I eliminated Marvin Minsky 

from the story and then when I asked him about it *. 

Do you remember that at all? 

MM: The part about me is correct. The conjecture was that 
I was playing against some human but it just seems to me 
I wasn't actually told against whom I was playing so I 
just assumed that it was one of the hackers. Is that 
true or not? 

SL: I actually attributed the story to Samson, the way 
he told it, after I eliminated Minsky. He insisted the 
idea was that you were playing against the computer not 
another human 

MM: Yes it was certainly billed that way. 



DEC — PDF 1 LECTURE 
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SL: Do we have any questions from out here for any of 
our panelists? 

AUDIENCE: Steve, tell me why weren't the torpedoes in 
Spacewarl never affected by gravity? 

SR: Because it took too much time to calculate gravity 
for the torpedoes. An example of an important principle 
of PDP-1 programming, which was the dominating principle 
of PDP-8 programming, was that you compromise the problem 
until it fits on the machine you've got. 

AUDIENCE: DEC sells a game book with all the original 
games that were on all the original PDPs and I think 
Spacewarl is published in that book 

SR: That's the Dave Ahl book isn't it? Basic Computer 
Games ? 

AUDIENCE: One of the original books and I'm assuming 
that Spacewarl originally was not written . 

SR: I used the most sophisticated language available at 
the time I started, which was Macro. 



SGi 



Spacewarl was written in a language that you will 



DEC — PDP 1 LECTURE 
TAPE 2, PAGE 13 

find in this particular book. There are two separate 
listings of Spacewarl The original final version and a 
version that was developed at MIT over the ensuing summer 
months and that came out in September. If you want to 
see what the kind of programming that we did, you're 
welcome to have a look at this afterwards. I'll open it 
to a few pages, and you'll get some idea of what went 
through our minds. 

SR: I would like to point out with some unjustified 
pride that I was quizzed by the legal consultants a year 
or so ago about what Spacewar! did and I had commented it 
just barely well enough so that I could look at what was 
puzzling them and say, "Oh, yes that does," and explain 
it correctly. 

[ LAUGHTER 1 

DAN MURPHY: Do any of you know the origin of TECO? 

SR: It's all his fault! The guy with the yellow shirt. 
He did it. He's the last guy to design the whole thing. 

DM: Alright. I plead guilty. TECO was cooked up on the 
very same PDP-1 that we've all been talking about, on the 
second floor of Building 26. [DIGITAL MILL IN MAYNARD] 



DEC — PDF 1 LECTURE 
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SL: TECO, for the benefit of those who might not know 
was, 

DM: It was a Text Editing program, one of the early ones 
that you could use interactively, and it had a couple of 
things that were advances over what seem to be kicking 
around at the time. When I first arrived at the PDP-1 
there was a program out called the Expensive Typewriter, 
which you could in fact use to change your program using 

the computer and you the tape. It had 

two problems. One, you had to use it on the computer and 
secondly, you could only change the whole line of your 
program at the time, so if one letter was wrong you had 
to retype the whole thing. My motivation for writing 
TECO was to change both of those aspects, to let you be 
able to change one character at a time, but also to save 
what changes you wanted to make, off line, using the 
flexowriters in the next room. So when you got your 
precious little shot of machine time, you could go there, 
take your program, make the changes, and have a new tape 
punched out all in a very short order. It turns out, of 
course, that TECO was almost never used in that mode. We 
very quickly added a switch where you could enter the 
command while you were on the computer, and of course 
that's what everybody then did with it for all the years 
later that it was used. I want to tell one other story 
about TECO. Ever since your book came out [ Hackers; 



DEC — PDP 1 LECTURE 
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Heroes of the Industrial Revolution ] I just wanted to 
point that some of the hackers in MIT in that era, not 
all of them, came from the Model Railroad Club. There 
were a few of us who came from the MIT radio station. I 
think this is significant because one's background tends 
to have some influence on the reasons that one conducts a 
certain task. With TECO I had a version of it that did 
just the very basic kinds of editing things, replacing 
characters and finding stuff and so forth and the next 
level of improvements to it came about this way. At the 
radio station we had a guy who was an interesting talent, 
and this story's a little embarrassing, but here's what 
it was. He was able to read copy like news reports and 
so forth in a simulated Chinese accent by virtue of 
merely exchanging all the L's and R's of the text and he 
could do this in real time. Like saying. Digital, 
"Digitar histoly recture series." So sitting around [a 
Chinese restaurant] one night we decided it would be 
really nice if a computer could change all the L's and 
R's and keep checks so that anybody could read in this 
pseudo-Chinese manner, so you go through and you look for 
the L's and you change it to something else. From that 
came the loop capabilities, the conditional capabilities, 
and several other things at TECO that turned out to make 
it rather useful. 

SL: So we all owe search and replace in our 



DEC — PDF 1 LECTURE 
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wordprocessors to that hack? is that it? 

MM: In fact I did both by programming in the sixties in 
TECO, and I still have this little bit of code which I 
think is the shortest description of the universal Turing 
machine ever written, about four little lines of TECO. 
But the last time I tried it it didn't work. I wonder if 
you have a up to date version of TECO running on 
anything. 

DM: You may be interested to know, I had nothing to do 
with it, but some of the people in the VMS group had in 
fact produced a native version of TECO for VAX/VMS in 
the past few years. I don't know if it had enough 
[INAUDIBLE] 

SR: For those of you who don't know TECO, you should 
understand that those who do, have some form of love/hate 
relationships with it. It is very powerful, and we've 
all used it to do something that we couldn't do any other 
way. But it's also powerfully mysterious when you start 
trying to do things that are complicated, and we've all 
been done-in by it more times then we can remember. 

MM: It's good because it makes APL look so simple. 

[ LAUGHTER ] 



DEC — PDP 1 LECTURE 
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EF: I don't know what the ultimate TECO hack is, but I 
consider the macro written by Gosper that found the first 
glider gun by searching through every kind of 
configuration for the game of life. This was discovered 
by a TECO macro. 

DG: For many years at DEC, TECO was an important CAD tool 
too; we couldn't have done the PDP-10 without it. 

SR: And vital to Digital's engineering data processing 
because Dick Best's list was maintained in TECO. 

AUDIENCE: Many years ago at DECUS, I think they were 
celebrating the tenth anniversary, there was a big trivia 
contest. One of the questions was 'what does TECO stand 
for?' What's the real answer? 

DM: I do get asked that question occasionally and in fact 
it was 'Tape' because the only thing you could do on 

PDP-1 was take the tape or take the and punch 

out a new one and so in fact the T for tape wound up in 
several places. DDT - DEC debugging tape. 

SR: I guess we should also pay homage to another family 
of PDP-1 programs. We mentioned Expensive Typewriter, it 
was also Expensive Desk Calculator, and Expensive 



DEC — PDP 1 LECTURE 
TAPE 2, PAGE 18 

Planetarium, and at Stanford when we had a PDP-1 we also 
briefly had Expensive Tape Recorder and Expensive Mirror. 
The idea was these things did the functions they said 
they did but they did them using a $120,000 worth of 
equipment which made them spectacularly more expensive 
then using the real item. 

AUDIENCE: Was did Expensive Mirror do? 

SR: It was a program that read the TV camera with 
excruciating slowness and displayed it on the CRT. 
[LAUGHTER] SMOP : meaning, Small Manner of Programming. 

SL: There was one more question out there okay? 

AUDIENCE: I was just going to mention that there was 
another interesting piece of equipment on the other PDP-1 
1 at MIT at the nuclear science lab. That was about a 58K 
machine and DEC hadn't figured out all the problems with 
shipping things. What they did for adding more memory 
was bolt in an expanded cabinet in the back. Then you 
wired across the cabinet frames. When it got to twenty 
feet long it was 58K of core, it couldn't fit in the 
elevator so they actually had to hoist it up and enter 
through a window in order to deliver it. [INAUDIBLE]. It 
was a piece of equipment on it the IBM typewriter 
that 



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MAN: The Soroban Compu-typer 



MAN: We had an IBM ball typewriter. It's kind of a 
interesting characteristic. The program we had we needed 
to call the operator to input things - we were doing film 
scanning for high energy physics. The operators would be 
out of the room, so what they would do to call them when 
when they needed input. They would type out a message 
saying please input and wait a bit. If nothing happened 
it would switch the ribbon from black to red and then 
back again. That was the command you'd be given 
[INAUDIBLE] If nothing happened after a few seconds of 
doing this, and the operator didn't arrive, it would then 
shift the whole keyboard. The whole carriage would go 
grumf, grumf. You'd walk down the hall and here's this 
typewriter going like that... it was our signal for the 
operator. 

SR: That reminds me of one of the things that we didn't 
mention about PDP-1 which I was noticing as I went over 
to the other building, is that they all came with a piece 
of do it yourself I/O in it. One of the things that you 
could do merely by purchasing a few extra modules was 
cause whatever you had in the room to get connected to a 
computer, and almost everybody used that for getting 
Spacewarl controls in, but it was also done for a lot of 



DEC — PDP 1 LECTURE 
TAPE 2, PAGE 20 

lab equipment. Nobody else had ever even thought of 
telling you how to get your switches into the computer or 
get your signals out. It's just you plugged it into the 
official printer and that was all you needed to do. 

EF: When the first production PDP-1 was delivered to BBN 
it had this kind of 10 capability, and we had this 
scheduled event, and Ken Olsen was there and all kinds of 
important people. We had a ribbon cutting ceremony 
planned, except the computer actually did something that 
pulled that paper cutter down and it chopped its own 
ribbon once. 

The greatest thing about the PDP-1 was the fact that when 
you had an idea — this was the first time in the history 
of the world and this idea involved either programming or 
hardware ideas — you could implement them in a few days 
and all kinds of very important things that used to be 
projects that took forever just a bunch of guys would go 
and make something happen. That illustrated that it could 
be done, and they'd do it by staying up a few nights in a 
row and have it done in a few days. It was just 
fantastic. 

MCCARTHY: I want to mention something else that perhaps 
I should have mentioned before, and that was the PDP-1 
was a machine that had a five microsecond cycle, yet it 



DEC — PDP 1 LECTURE 
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it was possible to build time sharing systems on it that 
served a fair number of users better than many systems do 
today, in terms of promptness. Swapping drum, of course, 
was the key to it, in that in one drum revolution which 
was thirty milliseconds without latency - another piece 
of its elegance — it could swap one 4K user out and 
another 4K user in. So when we had it at Stanford, it 
could really give reasonable service on this very slow 
machine to twelve users. I remember when we started the 
LOTS, the Low Overhead Timesharing at Stanford, which was 
in '75 and we used DEC-20, I had made calculations back 
in the early days which said that PDP-1 ought to be able 
to handle quite a lot of users if all they're doing is 
editing because here's how long it takes for an interrupt 
and here's how long it takes to put the character in the 
buffer. Then the question arose, well. Why is it that 
one DEC-20 is not enough to handle these students? Why 
is it so slow? I put a guy to working on it and he found 
out that if you were using the ancient editor then as it 
was written at Stanford a long time ago, then a typical 
editor user used one 250th of the DEC-20, which was 
pretty bad from the point of view of what ought to have 
been possible, but was plenty good from the point of view 
of our requirements. However, if he was using Emax, he 
was using l/70th of the machine, which made him an 
average user, that is we were trying to serve 70 people 
on the machine. One of the other consequences of this 



DEC — PDP 1 LECTURE 
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enormous increase in memory is that nobody knows today 
where the computer time is going. 

SR: It goes into running all that code that fits in all 
the extra memory. 

AUDIENCE: We've got these machines with all this memory 
so how many virtual PDP-l's are there? You guys love 
using PDP-l's they're color scopes, there are black and 
white scopes. Are there lots of emulators running around 
for this great machine? 

[ LAUGHTER ] 

SR: I don't think anyone claimed it ultimately great for 
now. It seemed great at the time. It was a paper tape 
machine and at Stanford the first time sharing system we 
built there we faithfully simulated paper tape on the 
drum. We then tried to use it for some undergraduate 
courses, and discovered that paper tape was pretty 
cumbersome to explain. It was a forty-six step process 
to get your program assembled when you wrote it all down 
and when you faithfully simulated it, the fact that you 
didn't have physical tape didn't make it a bit easier to 
understand at all. It really is nice to have a proper 
file system. 



DEC — PDF 1 LECTURE 
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SL: On that note let's thank our panel and our guests 
for a terrific afternoon. And thank the PDP-1 for kicking 
off a year of interactive computing. 

[END OF SIDE 2]